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vk_query_slots: in the Game settings dialog (switch, Troubleshooting; Unreal Vulkan games), 1 = on; fix the settings-dialog test and the translation template
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@@ -1,6 +1,6 @@
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48a3ecad77ec0f3215b29070e994590eb9579e04d3c88a47f37f306f9aeb01d9 ./arm64-v8a/libfp_langpack.so
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a5b03bb7ae5d953d7ded2bf117b0a19c57fae604f16f54310847f8e89593dde6 ./arm64-v8a/libfp_ovrp.so
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175f19d5373229f29acf71bc7cfefcf9bd4c8fa30fb8fe65689bd7922ce1dbbb ./arm64-v8a/libfp_vk.so
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0fc2bc332c06902f2e4b8b5cfb873098fae0e8c72f79c6cb4490cea7ae30b6eb ./arm64-v8a/libfp_vk.so
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8e00552d1ab90f82749db3caad4f773351fa8a28edcc5ea5cbd1b31c434ff32a ./arm64-v8a/libframe_xrshim.so
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3dfcb0f2bec47857bcecc7261c58e076d872d4649718c40850f29e10c75477dd ./arm64-v8a/libglshim.so
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3e05bb8561c7fd8787b3120739b3ce66c68badb5b00571bd50ae7e6c1f159274 ./arm64-v8a/libopenxr_loader_generic.so
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@@ -91,7 +91,7 @@ static void read_settings(const char *path) {
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line[strcspn(line, "\r\n")] = 0;
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if (!strncmp(line, "vk_query_slots=", 15)) {
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int v = atoi(line + 15);
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query_slots = v >= 2 && v <= 4 ? v : 1;
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query_slots = v == 1 ? 2 : v >= 2 && v <= 4 ? v : 1; // 1 = on (the settings dialog's switch) = 2 slots
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}
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if (!strncmp(line, "vk_shader_fix=", 14)) {
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nfixes = 0; // later sources override earlier ones (as for the adapter's settings)
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@@ -360,6 +360,7 @@
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"For mixed-reality-only games. On the Frame, passthrough is emulated by the FrameBridge adapter (greyscale cameras).": "",
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"For one eye looking wrong (e.g. a jittering right eye): logs each eye's submitted pose against a fresh one, the eye-to-eye relation and when each eye's image was released, also into framebridge.log in the game's storage (some games stop Android's log early). No effect on the game.": "",
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"For Unreal games that close themselves right after starting (e.g. Phantom: Covert Ops). Also disables the in-game Quit.": "",
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"For Vulkan games whose models flicker or vanish while you look at them (e.g. Into The Radius 2). Needs a rebuild.": "",
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"Force enable passthrough": "",
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"Found": "",
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"Frame agent": "",
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@@ -923,6 +924,7 @@
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"steamos@frame.local or an IP address": "",
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"SteamVR": "",
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"Stereo (3D) 360° layers: 0 = as the game sends them, 2 = flat (the left image to both eyes).": "",
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"Stop objects popping in and out": "",
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"Stops Meta's audio library from reporting to Meta (only matters on PC emulators).": "",
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"Stops some Unreal games from closing themselves right after starting.": "",
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"Stops strict debugging checks that make some games quit.": "",
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@@ -1111,9 +1113,8 @@
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"VrApi → OpenXR adapter (OVRPort)": "",
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"VrApi → OpenXR bridge": "",
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"Vulkan shader fixes": "",
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"Vulkan shim (frame.vk_sanitize): 2 gives every occlusion query room for both eyes. In multiview passes the Frame's driver writes a zero result for the second eye into the next query, so engines that count on one slot cull visible objects (models popping in and out, e.g. Into The Radius 2). 0 = off.": "",
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"Vulkan shim (frame.vk_sanitize): 2 gives every occlusion query room for both eyes. In multiview passes the Frame's driver writes a zero result for the second eye into the next query, so engines that count on one slot cull visible objects (models popping in and out, e.g. Into The Radius 2). 0 = off, 1 = on (2 slots), 3-4 = more.": "",
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"Vulkan shim (frame.vk_sanitize): SPIR-V modules matching size + SHA-256 get words inserted at a byte offset, e.g. stores that initialize locals a shader reads before writing (an undefined loop counter hung the GPU in VR4's campaign). Format: <size>:<sha256>:<byte offset>:<word>,<word>,...; several separated by ';'. Comes from a game's recipe.": "",
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"Vulkan shim: slots per occlusion query": "",
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"Vulkan: drop invalid render-pass pointers": "",
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"v{remote} (updates on the next action)": "",
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"Wait for the game's GPU before showing an image": "",
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@@ -120,9 +120,9 @@ SETTINGS = [
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"VR4's campaign). Format: <size>:<sha256>:<byte offset>:<word>,<word>,...; several separated by ';'. Comes from "
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"a game's recipe."),
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("vk_query_slots", "int", 0, "Vulkan shim: slots per occlusion query",
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"Vulkan shim (frame.vk_sanitize): 2 gives every occlusion query room for both eyes. In multiview passes the "
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"Vulkan shim (frame.vk_sanitize): on gives every occlusion query room for both eyes. In multiview passes the "
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"Frame's driver writes a zero result for the second eye into the next query, so engines that count on one slot "
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"cull visible objects (models popping in and out, e.g. Into The Radius 2). 0 = off."),
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"cull visible objects (models popping in and out, e.g. Into The Radius 2). 0 = off, 1 = on (2 slots)."),
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("gl_hide_multiview", "int", 1, "GL shim: hide multiview",
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"GL shim only: hide GL_OVR_multiview so all passes use single-view shaders. For GLES games whose multiview "
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"shaders fail on single-view render targets (e.g. Path of the Warrior)."),
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@@ -152,6 +152,10 @@ UI: dict[str, dict] = {
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"focus_hold_ms": dict(group="screens", level="advanced", label="Ignore focus dips up to", depends="focus_hold",
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help="Longer for headsets that briefly think they're off your head.",
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control=("slider", 500.0, 3000.0, 100.0, "{:.0f} ms")),
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"vk_query_slots": dict(group="troubleshooting", level="advanced", label="Stop objects popping in and out",
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help="For Vulkan games whose models flicker or vanish while you look at them (e.g. Into "
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"The Radius 2). Needs a rebuild.",
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control=("switch",)),
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"sync_guard": dict(group="troubleshooting", level="advanced", label="Steady controller input after focus",
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help="For games that crash right after you return to them (e.g. after the Steam menu).",
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control=("switch",)),
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@@ -272,6 +276,7 @@ class AdapterSetting(Patch):
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"swapchain_fix": ap.is_gles,
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"gl_hide_multiview": lambda a: a.direct_vrapi and ap.is_gles(a),
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"vk_shader_fix": lambda a: a.engine == "Unreal", # read by the Vulkan shim, which only Unreal games get
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"vk_query_slots": lambda a: a.engine == "Unreal" and ap.is_vulkan(a),
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"controller_models": ap.may_use_render_models,
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**{k: ap.is_gles for k in ("equirect_emul", "equirect_face", "equirect_res", "equirect_flip",
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"equirect_fps", "equirect_stereo")},
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